Hi
I should add a few additional sentences. I guess for 3d-printing some of "our" (I mean the people doing the most assets) preferred methods will not be the way you should do it. Of course you can use MakeHuman for a crew wearing uniforms, because the clothes will fit all sizes and that will help a bit.
But you should take a few points into consideration:
You want to do 1/12 scale, that is, compared to what I'm doing sometimes (model trains, 1/87 scale) quite big.
So you need detailed structures and a lot of geometry. Especially the look of the overalls and boots must be similar, otherwise your printed models will be smooth and clean wearing some kind of skin-tight suit. Something that might appear a bit weird in the end
When we create assets with wrinkles only for Blender, we just make a normalmap which simply fakes the wrinkles. But this does not make sense for a printed model ...
RobBaer mentions textures. I don't know if you have a color 3d-printer supporting textures, if you don't have such a device make them in one color. The rest is done afterwards in the same method you paint your boat
Here is my idea: also I'm not a big fan of Meshlab, I just learned from Elvaerwyn that it is possible to use the output of Meshlab for MakeClothes. In Meshlab you can model a mesh like sculpting as far as I understand, at least for the overall and boots with all the wrinkles it makes sense. Especially when you need no texture! In Meshlab use triangles for the output, because the algorithm converting it into quads might distort your work.
MakeClothes accepts triangles but then ONLY triangles are allowed. Most people don't know that, but it works, I've done it a few times with different assets.
For the vests and helmets you may take another method, because they don't have these wrinkles. Maybe in this case use only Blender including MakeClothes and then work with quads ... (as mentioned above) but I would start with the clothes near the body.
If you have printed geometry allready then you will know the typical problems like holes, faces normals, self-intersections etc. ... if not, it isn't that easy
Greetings
punkduck